Files
fps_project_1/scripts/bullet.gd
2024-07-17 12:22:05 -05:00

72 lines
2.1 KiB
GDScript

extends Node3D
var bullet_speed
var bullet_drop
var random_spread_amt
var bullet_damage
var instance_bullethole
var bullet_force_mod = 1.0
@onready var mesh = $gunbullet1
@onready var ray = $RayCast3D
@onready var particles = $GPUParticles3D
@onready var enemy_particles = $GPUParticlesEnemy
@onready var timer = $Timer
@onready var gunbullet1 = $gunbullet1/Cylinder
@onready var hit_indicator = $Audio/HitIndicator
var rng = RandomNumberGenerator.new()
var av_x
var av_y
var av_z
# Called when the node enters the scene tree for the first time.
func _ready():
#apply random rotation
av_x = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_y = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
av_z = deg_to_rad(rng.randf_range(-random_spread_amt,random_spread_amt))
rotation += Vector3(av_x,av_y,av_z)
timer.start()
visible = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
await get_tree().create_timer(.02 * Engine.time_scale * (150/bullet_speed)).timeout
visible = true
if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
mesh.visible = false
ray.enabled = false
#bullethole effect
ray.get_collider().add_child(instance_bullethole)
instance_bullethole.global_transform.origin = ray.get_collision_point()
instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
#move rigidbodies
if ray.get_collider().is_in_group("scene_rigidbody"):
ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
if ray.get_collider().is_in_group("breakable"):
var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
ray.get_collider().breaking(current_velocity)
if ray.get_collider().is_in_group("enemy"):
print("enemy hit")
hit_indicator.play()
enemy_particles.emitting = true
ray.get_collider().hit(bullet_damage)
await get_tree().create_timer(1.0).timeout
queue_free()